CGNetworks Production Coverage: VFX of Troy – Part 2
The Greek Armies of MPC

Chas Jarrett, The Moving Picture Company
Edited by Leonard Teo, July 15 2004

In this second part of CGNetworks’ in-depth coverage of visual effects produced for Wolfgang Petersen’s epic ‘Troy’ we focus on work carried out by The Moving Picture Company with Chas Jarrett. This included the many battle scenes, which consisted of up to 150,000 soldiers engaging in combat, and the city of Troy, which was an entirely digital creation.

 


VFX of Troy - part 1 - Framestore CFC's Armada
 

Creating the Greek and Trojan Armies

The biggest challenge faced by MPC during the making of Troy was creating the battle sequences. At the time of production, MPC did not have Massive software. They looked into various other solutions and off-the-shelf software packages, but nothing was suitable for a project of this scale. Head of Research and Development, Julian Mann, was tinkering with some ideas for artificial intelligence (AI), and welcomed the opportunity to explore this technology.

A team of ten MPC developers worked solidly from October 2002 to April 2004 to create and support a bespoke crowd generation system. The system used by MPC for ‘Troy’ was not a single application, but a very large suite of tools using Alias Maya as the backbone, and Pixar’s PRMan for rendering. This meant an enormous number of plug-ins were needed to handle the interaction between the technologies used; artificial intelligence, motion capture data, animation blending, and rendering among them.

All of our shots began with pre-visualization defining the way each shot would be filmed. There were a limited number of extras to stand in as soldiers, and these were color coded to ultimately highlight the difference between CG and real soldiers. There were a thousand live action extras split between two shooting units and we planned to use around 500 for each scene. In reality, however, we ended up needing just 200 extras per shot.

The shooting conditions were a challenge – we were working in Mexico in temperatures of 40-45 degrees Celsius in the middle of nowhere and without mobile phone coverage. It was incredibly inhospitable and difficult at times. It took so long to rig the shots and prep the extras that it was common to only get one or two shots filmed per day – the majority with a maximum of just three takes. Logistically the process was very complicated – everything required the utmost in pre-planning. It was at this stage that the pre-visualization really proved its worth because it had already identified the exact placement of the cameras, key objects and actors in a scene.

MPC wrote a specific set of tools for use in pre-visualization to lay out the crowd shots. The most important one was called PIXIE, and allows you to perform pseudo crowd simulations very quickly. With PIXIE you could paint sprites of animated soldiers onto 3D terrain in Maya. Each sprite would have an animated sequence on it, such as a walk or run cycle. The key here was to enable the sprite to be pre-rendered from 30 points of view around the soldier in a 360 degree circle. Depending on where the soldier was in relation to the active camera, the sprite would load the animation from the correct perspective. The result is a scene is full of soldiers that render extremely quickly for pre-visualization purposes. This same tool was also used for creating extras in live action shots. For example, after the match move team had tracked a plate, we could paint in soldiers exactly where they were needed. Once this was approved by the VFX Supervisor, Nick Davis, we performed the full crowd simulation.

 





 

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